Smoothing mesh

Hello, i am try to prepare that model to be ready for 3d print but i could not make it smoother and some points. Can anybody help me about it?
Ekran Alıntısı
hands.3dm (17.5 MB)

smoothness for print depends on the resolution of your mesh and also on how much data the printer can take.

one magic tool rhino 7 now provides is the ToSubD command which allows you to convert a mesh into a smooth subD topology which can even be further converted to nurbs. at the level of subd you can already decide about the the outoming mesh resolution.

Thank you for your respond, i tried ToSubd command but it looses smoothness at different points and can you explain how to increase mesh resolution while converting it to subd because i couldnt find it:)

It looks like this model was at some point a clean quad mesh

Do you have that quad mesh before the triangulation was applied?
It would be easier to smooth this.

You could remesh it with QuadRemesh, but you’d probably lose some details like the bumps at the starts of the fingernails unless you used a very high resolution (which would then make further processing slow).

use the command FlatShade to distinguish how the actual geometry looks like.

left your mesh, right the subd version of it.

I run the quadmesh and as you said bump at the starts of the fingernails, i will try higher resulotion now.

Hımm, i see your point but after compare them i dont know what to do:)

i understand :slight_smile: your specific issue is that you have some bigger polygons in that area and that it has a bit of an indentation, you could just subdivide the area into smaller polygons and manually move it to make it a bit smoother or use the command smooth. a bit of an indentation would be natural though, and usually people sand their printed models or depending on your filament use aceton etc to smooth the printed mesh manually.

I’m saying you could use QuadRemesh, but far better would be to get the original quad mesh this looks like it came from. It also looks like that had SubD connectivity, so could convert into a much lighter model with fewer patches. This simpler patch layout wouldn’t be recovered by QuadRemesh.

I create the model from makehuman and in there, it looks only have quad meshes but after i import the stl file triangles come into the model.

also if you use the command QuadrangulateMesh and see that most of the triangles get eradicated and then use ToSubD the outcome is pretty good. left now with the new method, on the right the normal ToSubD.

just to be sure there is no confusion, QuadrangulateMesh and Quadremesh as Daniels suggests are 2 different commands.

1 Like

maybe there is an option to deactivate the triangulation while import export? or import export with a different file which gives you quads, i assume the quality for the ToSubD could be even better then, if needed at all.

I’ve actually been working on a modified version of Quadrangulate that is a bit more persistent in trying to find pairs of triangles to merge than the standard Rhino Quadrangulate command (but still changing only face connectivity - not moving vertices, so it won’t lose any detail).

It’s not ready for release yet, but here’s the result of running it on your mesh, then applying Weaverbird subdivision:
quadHands.3dm (16.0 MB)


This result is great, Thank you so much! Can i do it on my on in later project?

Thank you for being helpfull. This advice also worked pretty good but loose some details. Thank you!

Hi - here’s the tool for quadrangulation: (95.4 KB)
compared with the standard quadrangulate function it finds a few more triangle pairs to merge:

For the subdivision part you can either convert to a SubD object, or in my example above I used Weaverbird.


Hi, thank you for to share:) I try it with different model and i got an error “1. Index was out of range. It should not be a negative value and should be smaller than the size of the collection.
Parameter name: index (line: 0)” I dont know if i am doing something that i shouldnt do.

Try passing the mesh through the ‘Combine and Clean’ component first.

hey, that work, thank you very much! But i am having different problem which maybe someone help me on that too:) I could not boolean union these two mesh. They are closed and dont have any non manifold edge but still the mesh boolean union is not working on them and one of them dissappear.
meshes.3dm (6.9 MB)

Dendro is able to do the job without errors.
I can post the definition but it is ultra simple, 6 components!!

Mesh could be quadremeshed

100% Adaptivity + edge detection =true